Total War: WARHAMMER II

Total War: WARHAMMER II

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Knights of the White Wolf (+ Teutogen Guard)
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Tags: mod, Units
File Size
Posted
Updated
53.698 MB
7 Dec, 2020 @ 12:08pm
24 Jul, 2021 @ 3:10pm
23 Change Notes ( view )

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Knights of the White Wolf (+ Teutogen Guard)

Description
"Ulric give me the fangs of the wolf,
Ulric give me the claws of the wolf,
Ulric give me the coat of the wolf,
And I will show your enemies the mercy of the wolf."

- Ulrican Prayer.

The Order of the Knights of the White Wolf, or White Wolves as they are more commonly known, are the most infamous of all the Templar Orders under the worship and servitude of the Ar-Ulric and their God, Ulric, God of Wolves and Winter. Readily identified by their distinctive wolf pelts and their savage fighting-style, the Knights of the White Wolf are the most ancient and largest of the Templar Orders in the entire Old World.




This mod adds the storied Knights of the White Wolf (and Teutogen Guard) to the Empire roster! You can recruit them at the Middenheim Great Temple of Ulric in your campaigns.

This unit mod tries to be balanced for vanilla. Like the Swords of Ulric unit, both units have Frenzy. Both units have 15% missile resistance because of their wolf pelt cloaks.
The Knights of the White Wolf benefit from the same tech/skill trees as Knights of the Blazing Sun/Reiksguard, the Teutogen Guard benefit from the same trees as Greatswords (aside specific ones like Karl Franz's buff skill to Greatswords).

In custom battles the Knights of the White Wolf can be used by all Empire factions, while the Teutogen Guard are an exclusive unit to Middenland in custom battles.



Credits:
- Courtesy of Xoudad & Willemsen for the textures and meshes
- Unit cards by r1kko
- Rest by me
54 Comments
Juggernaut999 12 Jan, 2023 @ 2:10pm 
@sol
Thanks very much. Will contact them
Survaldor  [author] 12 Jan, 2023 @ 2:03pm 
@Juggernaut999 you are free to use the unit card and tables, but for the textures and meshes you would have to contact Xoudad (& Willemsen).
Juggernaut999 11 Jan, 2023 @ 8:42am 
Hello.

Me and my team are working on an overhaul mod for Warhammer 2 and would like to use this mod. May we have your permission? We will give you credit for your work.
Survaldor  [author] 11 Sep, 2022 @ 2:05pm 
The first version for TWW3 is now live!
Survaldor  [author] 5 Sep, 2022 @ 12:02pm 
@RockiForder It's probably going to take a while, as the texturing in TWW3 has changed in a way that a straight port of art assets isn't possible. I'll have to either wait on someone updating the art assets or learning texturing/model editing myself.
RockiForder 1 Sep, 2022 @ 7:04am 
TW3 Update please :-)
Malevo 10 Aug, 2021 @ 5:25pm 
great little mod, but just a heads up that the game seems to value these new units very poorly for garrison roles right now, I had middenheim's garrison over 20 units and the ulric guys were being pushed off in favour of halberdiers and even basic empire knights.

I believe in the lore the flame in middenheim severely weakens nearby chaos followers but it isn't represented in the landmark, since this mod edits that building already would you consider adding some kind of stat penalty to chaos and maybe skaven troops in the province?
cybvep 30 Jul, 2021 @ 8:28am 
Knights of the Blazing Sun can be recruited anywhere in Vanilla, but you get upkeep penalty for them if you don't own the chapterhouse. I don't know whether that last part was implemented for the Knights of the White Wolf.

fankater 25 Jul, 2021 @ 11:13am 
Don`t like latest change. Find it kinda cool that you must occupy their chapterhouse to recruit them. Mayby you can do a submod for it? Thx!
Sigmar's Faithful 24 Jul, 2021 @ 9:21pm 
awesome mod, thanks!